;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
0,			; Advanced Flight
-1,			; Alphabet
2,			; Amphibious Warfare
3,			; Astronomy
4,			; Atomic Theory
-1,			; Automobile
6,			; Banking
-1,			; Bridge Building
-1,			; Bronze Working
-1,			; Ceremonial Burial
-1,			; Chemistry
-1,			; Chivalry
-1,			; Code of Laws
-1,			; Combined Arms
-1,			; Combustion
-1,			; Communism
-1,			; Computers
-1,			; Conscription
-1,			; Construction
-1,			; The Corporation
-1,			; Currency
-1,			; Democracy
-1,			; Economics
-1,			; Electricity
-1,			; Electronics
-1,			; Engineering
-1,			; Environmentalism
-1,			; Espionage
-1,			; Explosives
-1,			; Feudalism
-1,			; Flight
-1,			; Fundamentalism
-1,			; Fusion Power
-1,			; Genetic Engineering
-1,			; Guerrilla Warfare
-1,			; Gunpowder
-1,			; Horseback Riding
-1,			; Industrialization
-1,			; Invention
-1,			; Iron Working
-1,			; Labor Union
-1,			; The Laser
-1,			; Leadership
-1,			; Literacy
-1,			; Machine Tools
-1,			; Magnetism
-1,			; Map Making
-1,			; Masonry
-1,			; Mass Production
-1,			; Mathematics
-1,			; Medicine
-1,			; Metallurgy
-1,			; Miniaturization
-1,			; Mobile Warfare
-1,			; Monarchy
-1,			; Monotheism
-1,			; Mysticism
-1,			; Navigation
-1,			; Nuclear Fission
-1,			; Nuclear Power
-1,			; Philosophy
-1,			; Physics
-1,			; Plastics
-1,			; Plumbing
-1,			; Polytheism
-1,			; Pottery
-1,			; Radio
-1,			; Railroad
-1,			; Recycling
-1,			; Refining
-1,			; Refrigeration
-1,			; The Republic
-1,			; Robotics
-1,			; Rocketry
-1,			; Sanitation
-1,			; Seafaring
-1,			; Space Flight
-1,			; Stealth
-1,			; Steam Engine
-1,			; Steel
-1,			; Superconductor
-1,			; Tactics
-1,			; Theology
-1,			; Theory of Gravity
-1,			; Trade
-1,			; University
-1,			; Warrior Code
-1,			; The Wheel
-1,			; Writing
-1,			; Future Technology
-1,			; User Def Tech A
-1,			; User Def Tech B
-1,			; User Def Tech C
-1,			; Extra Advance 1
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5
-1,			; Extra Advance 6
-1,			; Extra Advance 7
-2,			; MUST BE HERE! TERMINATOR!

@@Expand the Military

Taking this advance is necessary to increase military operations in Gaul.  You cannot raise additional named legions without first taking this advance.

@@...Alphabet

@@Legio XIII and XIV

Taking this event will cause Legio XIII and Legio XIV to spawn the turn AFTER the advance is researched.

@@Legio I

Taking this event will cause Legio I to spawn the turn AFTER the advance is researched.

@@Legio XV

Taking this event will cause Legio XV to spawn the turn AFTER the advance is researched.

@@Auxilliary Levies

@@Legio V and VI

Taking this event will cause Legio V and Legio VI to spawn the turn AFTER the advance is researched.

@@Bronze Working

@@Ceremonial Burial

@@Chemistry

@@Chivalry

@@Code of Laws

@@Combustion

@@Communism

@@Computers

@@Conscription

@@Construction

@@Corporation

@@Currency

@@The Democracy

@@Electricity

@@Electronics

@@Engineering

@@Explosives

@@Feudalism

@@Flight

@@Fusion Power

@@Genetic Engineering

@@Labor Union

@@Literacy

@@Magnetism

@@Map Making

@@Masonry

@@Mass Production

@@Mathematics

@@Medicine

@@Metallurgy

@@The Monarchy

@@Mysticism

@@Navigation

@@Nuclear Fission

@@Nuclear Power

@@Philosophy

@@Physics

@@Plastics

@@Pottery

@@Railroad

@@Recycling

@@Refining

@@The Republic

@@Robotics

@@Rocketry

@@Space Flight

@@Steam Engine

@@Amphibious Warfare

@@Combined Arms

@@Economics

@@Environmentalism

@@Espionage

@@Fundamentalism

@@Guerrilla Warfare

@@The Laser

@@Leadership

@@Machine Tools

@@Miniaturization

@@Mobile Warfare

@@Monotheism

@@Future Technology

@@Polytheism

@@Radio

@@Refrigeration

@@Sanitation

@@Seafaring

@@Stealth

@@Tactics

@@Theology

@@Warrior Code

@@Wheel

@@Writing

@@Gunpowder

@@Horseback Riding

@@Industrialization

@@Invention

@@Iron Working

@@Steel

@@Superconductor

@@Theory of Gravity

@@Trade

@@The University


@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
-1,			; Palace
-1,			; Barracks
-1,			; Granary
-1,			; Temple
-1,			; MarketPlace
-1,			; Library
-1,			; Courthouse
-1,			; City Walls
-1,			; Aqueduct
-1,			; Bank
-1,			; Cathedral
-1,			; University
-1,			; Mass Transit
-1,			; Colosseum
-1,			; Factory
-1,			; Manufacturing Plant
-1,			; SDI Defense
-1,			; Recycling Center
-1,			; Power Plant
-1,			; Hydro Plant
-1,			; Nuclear Plant
-1,			; Stock Exchange
-1,			; Sewer System
-1,			; Supermarket
-1,			; Superhighways
-1,			; Research Lab
-1,			; SAM Missile Battery
-1,			; Coastal Fortress
-1,			; Solar Plant
-1,			; Harbor
-1,			; Offshore Platform
-1,			; Airport
-1,			; Police Station
-1,			; Port Facility
-1,			; Transporter
-1,			; SS Structural
-1,			; SS Component
-1,			; SS Module
-1,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct
A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from nearby hills and mountains was channeled into the city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time aqueducts reduced the chance of contracting water-borne diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles long.

@@Bank
A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and  earning interest on it.

@@Barracks
Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and manpower, battles are usually won by the army with the best training. Military schools and academies exist all over the world, established for the purpose of training military personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than average command and military and technological skills, making them more effective in combat situations.

@@Cathedral
Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major influence in the revival of European civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and cities, to act as centers of religious study and worship. In addition to their religious significance, cathedrals acted as the center of social and cultural activity in the town. They brought great pride, stability, and tradition to the citizens of the community.

@@City Walls
Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for themselves when it came to defense. As a result, many cities constructed city walls to protect against raiders and bandits. City walls represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack.

@@Colosseum
The original colosseum provided entertainment for the common people of Roman society by presenting them with spectacles and events as a temporary escape from day-to-day life. This concept has been revived in the 20th Century. Modern-day stadiums and civic centers provide an arena for entertainment ranging from concerts to professional sporting events. Although the violent spectacle of gladiatorial combat is a thing of the past, today's colosseums still provide entertainment and diversion for the masses.

@@Courthouse
As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more distant regions of their realm. To ensure that the far-flung cities of the empire contributed their expected share of duties and taxes to the government, local magistrates and courts were established. In the courthouse, the ruler's representatives listened to the grievances of the people and defined and enforced the laws that governed social interaction. This reduced crime, and thereby kept the local population productive.

@@Factory
Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale or trade, can be found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of specialized labor, where each worker performed a single step in the overall production of an item. This specialization allows factories to increase the speed and efficiency of the manufacturing process, far surpassing earlier means of production. The development of the factory system as a means of production played a key role in the Industrial Revolution.

@@Granary
Early humans were nomadic, settling in specific regions only for brief periods of time. When the food supply was exhausted in one area, the nomads would move on to search for more. Cities became possible only when the development of agriculture made the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary was designed for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.

@@Hydro Plant
One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In locations where a source of moving water is available, hydro plants offer a clean, safe alternative to coal, petroleum, and nuclear power generation. However, hydro plants have their own set of environmental dangers. The disruption of a river's normal flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the river basin.

@@Library
The development of writing meant that the accumulated knowledge of a society could be written down and stored rather than memorized and passed along by word of mouth. The accumulated written material was stored in a library. The libraries of the ancient world, especially those at Alexandria and Pergamum, became leading centers of science and scholarship. The librarians actively collected the books of the world, accelerating the spread of knowledge.

@@Manufacturing Plant
Manufacturing plants are large industrial complexes that produce goods of all types, although they are generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly lines to gain efficiency and economies of scale. This combination of manpower and automation increases productivity and reduces production costs.

@@Marketplace
As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's marketplace grew larger and more active, the economic vitality of the city grew as well.

@@Mass Transit
Within a few decades of the invention of the automobile, the horse-drawn carriage disappeared from city streets. Along with all the advantages offered by the automobile, this new means of transportation quickly became a significant source of air pollution. As larger cities became more crowded, the number of cars increased, making travel difficult and adding to the pollution problem as automobile traffic clogged the streets. The development of mass transit systems, including busses, trolleys, subways, and light rail, led to a reduction in traffic and, as a result, a reduction in air pollution.

@@Nuclear Power Plant
Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution associated with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. However, the toxic nature of the byproducts produced by the fission process creates serious problems of its own. No method of safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain.
 
@@Palace
When populations began to organize their communities into cities, their governments became more structured and formalized. At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped to reinforce the aura of power surrounding the ruler.

@@Power Plant
Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce electrical power. When electricity became widely and cheaply available, it meant that industries could convert from steam to electrical power to run their machinery. One central power plant could supply the electrical needs of a relatively large geographic area. However, increasing demands for electricity, by both consumer and commercial customers, led to a rise in the number of power plants. This, in turn, led to problems with air pollution. As more plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily on electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands.

@@Recycling Center
The continual growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills and garbage dumps are  filled, forcing new dumping sites to be established. This leads to the gradual but steady destruction of the local environment. To reverse this problem, many areas have established recycling centers, where much of the garbage is sorted and reduced to reusable components through various means. These components are then used to manufacture new products. In this way, much of the trash produced is turned into raw materials for production, rather than contributing to the ever-increasing pollution problem.

@@SDI Defense
Historically, research in the area of warfare has seen the development of powerful new weapons closely followed by the development of defenses to counteract the weapons' destructive power. The development of nuclear weapons seemed to be the exception to this rule: for the first time, mankind had created a weapon to which there was apparently no effective defense. SDI (Strategic Defense Initiative), however, could be the answer to this problem. Using laser-equipped orbital satellites or ground-launched ABMs (Anti-Ballistic Missiles) to intercept and destroy enemy nuclear missiles in mid-air, the SDI Defense offers the first hope of negating the threat posed by nuclear missiles.

@@Spaceship Component
Spaceship components provide the motive power of a spaceship. There are two types: propulsion and fuel. Propulsion components are the spaceship engines, and each fuel component provides enough fuel to run one engine. Every propulsion component requires a fuel component in order to function. At minimum, a spaceship requires one of each type of component. The more engines the spaceship possesses, the faster it  will arrive at its destination.

@@Spaceship Module
Modules are the central components of a spaceship. There are three types: habitation, life support, and solar panels. Each habitation module provides living space for 10,000 colonists. Each life support module provides enough food, water, and other basic requirements to support the colonists in one habitation module. Both habitation and life support modules require power in order to operate, and each solar panel module provides enough energy to run two other modules. At minimum, every spaceship requires one of each type of module in order to be successful in its mission.

@@Spaceship Structural
The structural parts of a spaceship are the frame to which all other parts of the spaceship are attached. All spaceship components and modules must be connected to a structural section in order to function. Components and modules not connected to the frame are outlined in red on the spaceship display. 

@@Temple
In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to other gods as well. In modern times temples are thought of as places of worship, like churches and cathedrals. Ancient societies, however, considered temples to be the local dwelling place for the god or goddess to whom they were dedicated. The faithful citizens brought gifts of food, rare metals, and spices to the temple as a sign of homage and respect. The presence of a temple in the city  had a comforting effect on the population, and wise rulers often constructed one as soon as the city began to grow.

@@University
Universities are institutions of higher learning. Early universities, established in the Middle Ages, were usually built in cities that had a large or important cathedral. Studies at these institutions focused on matters concerning the church. The curricula quickly expanded to include classical art, literature, and languages. Modern universities provide the opportunity to study a wide array of subjects. They have also become centers for research into many fields, serving as the source of major advances in computers, medicine, physics, and a variety of other subjects.

@@Airport
Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940's, the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 of these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of the military.

@@Capitalization
In the business world, companies often need large amounts of cash in order to meet expenses, update facilities, or expand their operations. When there are insufficient funds available to fulfill these needs, these corporations often resort to capitalization in order to raise money. This process involves the sale of a portion of the company's liquid assets. Liquid assets are assets that can be easily converted into cash. These can include surplus raw materials and finished goods, as well as stocks and bonds. The sale of these assets provides the infusion of money needed to meet the company's current needs.

@@Coastal Fortress
The construction of defensive structures such as city walls and fortified castles dates back to ancient times. City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning out the attacking force and minimizing damage to the city's port.

@@Offshore Platform
Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at water depths of more than 3300 feet.

@@Police Stations
The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 1829, this organization became the model for law enforcement organizations in the United States and many other industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens safe.

@@Port Facilities
Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities built on rivers and on the coasts of seas and oceans built facilities to receive cargo and to house military vessels stationed in the area. Many of the larger cities built large port facilities that included shipyards for the construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels. Heavily damaged ships can be repaired much more quickly when such facilities are available.

@@Research Lab
Historically, libraries and universities have acted as the primary centers of research for new ideas and technologies. The growth of private industry in the modern age has also given birth to hundreds of privately-owned research facilities. These private laboratories, usually dedicated to research in a single field related to their founding company, have made tremendous advances in many fields including physics, biology, chemistry, and medicine. The growth of privately-funded  research has vastly increased the speed at which mankind achieves new advances in science and technology.

@@SAM Missile Battery
The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of effective anti-aircraft defenses. During the 1950's, the refinement of rocket technology allowed for the construction of compact missiles which were used to deliver explosive warheads to their targets swiftly and accurately. Batteries of surface-to-air missiles, or SAMs, were built to protect cities and ground installations against airborne attacks. The long range and high accuracy of SAM batteries provided a much more effective defense than the anti-aircraft guns of World War II.

@@Sewer System
One of the byproducts of large urban centers is a vast amount of human waste. As the city continues to grow, steps need to be taken to move the sewage away from inhabited areas and "treat" it so that it does not become a health hazard to humans or harm the local ecosystem. Sewer systems carry wastewater to treatment plants where the raw sewage is broken down through filtration and chemical processes to remove solids and harmful bacteria. The treated byproduct is then released into rivers and other waterways, where it is eventually washed safely into the ocean.

@@Solar Power Plant
One of the greatest natural sources of energy available on Earth is the sun. Solar energy can be converted directly into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, large solar collectors known as heliostats can be used to focus solar energy into a water boiler, generating steam to run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are prohibitively expensive to construct. However, because of  the dwindling supply of fossil fuels and increasing concern over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way to harness the clean and endless supply of energy provided by our sun.

@@Stock Exchange
In a free market economy, corporations often raise operating and development capital by selling "shares" in the corporation to private investors. These shares, which allow investors to share in the company's profits, were originally sold by brokers and privately hired auctioneers. Early European stock exchanges, such as the Paris Bourse, allowed anyone to buy and sell stock. However, it was quickly discovered that a formalized system was necessary in order to enforce transactions. Thereafter, membership in the exchange was required in order to buy and sell. The first formal stock exchange in the U.S. was established in 1791 in Philadelphia, and the New York Stock Exchange was established a year later. Today, stock exchanges are located in many major cities and commercial centers around the world. Private investment in corporations is vital to capitalistic economies, allowing corporations to grow more quickly than would otherwise be possible. The profits and new jobs created as a result improve the economy as a whole.

@@Supermarket
Supermarkets are large, self-service retail stores that sell a wide variety of food items and household goods  to the general public. The first true supermarket, King Kullen, was established in 1930 in the borough of Queens, New York City, by Michael Cullen. Improved storage techniques and refrigeration allowed supermarkets to stock and sell perishable foods in large quantities, reducing the price to the consumer. The combination of ready availability and low prices made the supermarket an instant success in the U.S. during the years of the Great Depression.  The supermarket continues to grow in popularity in countries around the world.

@@Superhighway
Early in his career, President Eisenhower traveled by road, from coast to coast, across the United States. This trip, which took nearly a month because of the poor system of roads, convinced him that it was necessary to make all areas of the country easily accessible. Not only were these improvements important to the growing number of people traveling by automobile, they could prove invaluable for the movement of troops and military equipment should the need arise. In 1956, Eisenhower established a federal-aid program known as the Highway Trust Fund to accelerate the construction of a network of interstate roads. By 1991, the Interstate Highway System in the U.S. consisted of over 42,000 miles of highways. Unlike local roadways, superhighways were designed to bypass large population centers, and were accessible in limited locations at planned entrance and exit interchanges. These highly efficient roadways allow motorists today to travel from one end of the country to the other without having to slow down for intersections and traffic signals.

@@Harbor
Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide channels deep enough to accommodate large vessels.

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
-1,			; Pyramids
-1,			; Hanging Gardens
-1,			; Colossus
-1,			; Lighthouse
-1,			; Great Library
-1,			; Oracle
-1,			; Great Wall
-1,			; Sun Tzu's War Academy
-1,			; King Richard's Crusade
-1,			; Marco Polo's Embassy
-1,			; Michelangelo's Chapel
-1,			; Copernicus' Observatory
-1,			; Magellan's Expedition
-1,			; Shakespeare's Theatre
-1,			; Leonardo's Workshop
-1,			; J. S. Bach's Cathedral
-1,			; Isaac Newton's College
-1,			; Adam Smith's Trading Co.
-1,			; Darwin's Voyage
-1,			; Statue of Liberty
-1,			; Eiffel Tower
-1,			; Women's Suffrage
-1,			; Hoover Dam
-1,			; Manhattan Project
-1,			; United Nations
-1,			; Apollo Program
-1,			; SETI Program
-1,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co.
Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed the economic processes of supply and demand, and discussed how free trade and individual ambition would lead to both economic and social growth. Smith favored a political environment where the government would only become involved in business and trade to preserve justice and order. Smith's ideas of economics and the lack of government involvement form the basis of modern economic liberalism.

@@Apollo Program
The Apollo Program was begun by the United States in the late 1960s. Following the success of the manned orbital missions of the Mercury and Gemini programs, the destination of the Apollo program was the moon. The early Apollo flights concentrated on orbital observations of the moon, and testing the docking systems of the Apollo craft. The ultimate goal of the Apollo Program was accomplished by Apollo 11 on July 20, 1969, when Neil Armstrong became the first human to walk on the moon. Several other landings followed, the last being Apollo 17 in December, 1972. The Apollo program truly represented a "giant leap for mankind". The U.S. manned lunar missions are unparalleled feats in space exploration, and the technology originally developed for the Apollo Program was later found to be invaluable in designing future space vehicles and orbital platforms.

@@Colossus
The Colossus of Rhodes was a bronze statue of Helios, the Greek God of the Sun, erected near the mouth of the city harbor. It stood over 100 feet high, about two-thirds the height of the Statue of Liberty. Unfortunately, it was toppled by an earthquake only 56 years after its construction. Taking the counsel of an oracle, the city elected to leave the statue where it lay. For over 900 years, people from all over the ancient world came to Rhodes to see the Colossus. It remained where it was until 654 AD when the Muslims who plundered the city sold the statue for scrap. 

@@Copernicus' Observatory
Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolved around it. This knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the advance of knowledge.

@@Cure for Cancer
Despite the huge outlays of cash for research and study, cancer still looms as a terrifying and deadly plague on the human race. Although scientists and doctors have discovered many different forms of cancer, and have identified some of the factors that can trigger the disease, a true cure still eludes modern medical science. A cure for cancer would put an end to the source of much suffering and anguish, and allow millions of people, who would otherwise be doomed, to lead happy and productive lives.

@@Darwin's Voyage
Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instrumental not only in the establishment of his theory, but also in the application of the scientific method to the study of nature. Darwin published his theory of evolution in his book "The Origin of the Species". His studies were so thorough that the scientific world never challenged his findings. However, his findings were, and continue to be, challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.

@@Eiffel Tower
The Eiffel Tower is one of the world's most famous landmarks. Built for the Universal Exposition of 1889, the tower rises 984 feet above Paris' Champ de Mars, near the Seine River. Structural engineer Alexandre Gustave Eiffel built the tower at a cost of more than $1 million to demonstrate how steel and iron could be utilized in the construction of extremely tall buildings. The tallest building in the world when it was originally built, the Eiffel Tower drew crowds of awestruck observers from around the world. Today, it remains one of Paris' leading tourist attractions.

@@Great Library
The Great Library of Alexandria was one of the two most important libraries of the ancient world. It was founded around 300 BC by Ptolemy I, and was enhanced and expanded by his successors. The library attempted to obtain copies of all scrolls of any consequence, and eventually contained over 700,000 volumes. The library was destroyed by religious fanatics in 391 AD, after nearly 700 years of operation. During this period, Alexandria served as the cultural center of the Hellenistic world. Today, only part of the catalog remains, providing us with a mere hint of what treasures the library contained.

@@Great Wall
The Great Wall of China, a huge stone structure stretching from the Yellow Sea to the Asian deserts, was built over a period of approximately 1,800 years. The wall is 25 feet high and 12 feet thick, and runs nearly 1,500 miles across northern China. The purpose of the Great Wall was to make it difficult for raiders to escape with their booty, and thereby discourage invasion. Despite its overwhelming size, the wall was not intended to keep invaders out, since manning such a defensive structure would have been prohibitively expensive.
The great wall acts like a city wall in each of the owner's cities.

@@Hanging Gardens
The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like a large green mountain constructed of mud bricks, rising from the center of the city.

@@Hoover Dam
For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the advent of electrical power, it was found the rivers were also very useful for generating electricity. Hydroelectric power plants derive power from rivers by constructing dams to ensure a dependable supply of water. The overflow is then released through special chambers where the moving water turns giant turbines, generating electricity. When planned and engineered properly, this system provides an excellent power source with very limited environmental impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power plants.

@@Isaac Newton's College
Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important discoveries including the laws of gravity, the color spectrum of light, calculus, fluid dynamics, and an understanding of ocean tides. He also built the world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research while instructing a generation of students.

@@J.S. Bach's Cathedral
Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well-known member of a gifted family of German musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his lifetime, he was renowned as an organist and music director of St. Thomas' Church in Leipzig, and many of his compositions were religious in nature. After his death, Bach's music gained worldwide appreciation.

@@King Richard's Crusade
The Crusades were a series of military expeditions by European Christians between 1095 and 1270 AD intended to recapture the Christian Holy Land from Muslim control. The most successful was the Third Crusade, in which a tremendous force led by King Richard I and Philip Augustus managed to regain control over a number of cities along the Mediterranean coast and reconstitute the Latin Kingdom in Palestine. In addition to their more altruistic goals, the Crusades also served to extend the political and religious power of the Pope over a larger area of the world. This great burst of territorial expansion led to an increase in both the population and the productivity of Europe. The ongoing wars provided lucrative business for Western European traders and merchants.

@@Leonardo's Workshop
Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include the "Mona Lisa" and "The Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketch books are ideas for dozens of inventions, many of them centuries ahead of their time. These include designs for such devices as draw bridges, construction equipment, parachutes, and even helicopters. His scientific and technical drawings became the basis for the development of many of these modern devices.

@@Lighthouse
The Pharos was a marble watch tower and lighthouse built in 280 BC on an island in the harbor of Alexandria, Egypt. Estimated to have been 300 feet high, the primary function of the lighthouse was to guide approaching ships to the harbor on an otherwise unmarked coast. Historians debate whether fires were burned on the top of the tower, or whether mirrors were used to reflect sunlight. Since ships rarely sailed along coasts at night, there was probably little need for the lighthouse after dark. The Pharos was destroyed in the 14th century, after having been damaged by several earthquakes.

@@Magellan's Expedition
In 1519, Ferdinand Magellan sailed from Spain with the intention to reach the spice-rich Malouccas Islands of Indonesia by sailing west, instead of east. Although Magellan himself was killed by natives in the Philippines, his expedition went on to prove conclusively that the world was round. More importantly, it proved that the Americas were indeed a New World. Magellan's expedition was one of the great sea voyages of history, and it inspired further expeditions by other explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.

@@Manhattan Project
The Manhattan Project was the code name for an intensive and costly research effort during World War II that resulted in the development of atomic weapons. The first two such weapons, the bombs dropped on Nagasaki and Hiroshima in 1945, brought an end to the second World War. For a short time, the United States held a monopoly on atomic weapons. However, by 1949 the Soviet Union had also developed similar technology, based in part on Manhattan Project information obtained through espionage. The nuclear standoff that has resulted from this balance of power may be largely responsible for the absence of major wars since World War II.

@@Marco Polo's Embassy
Marco Polo was a trader, writer, and world traveler who lived in the late 13th and early 14th century. Starting as a young boy, he began traveling with his father and uncle, who were merchants and traders in Venice, along a route that would take him throughout Europe, the Middle East, and Asia. Throughout his life, he visited many places bringing back detailed information concerning lands that no European before him had visited. Polo's book, "The Travels of Marco Polo", was the only existing source of reliable information on such exotic locales as Siam, Japan, Java, Tibet, and India that existed in medieval Europe.

@@Michelangelo's Chapel
The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and the love of art shared by the people of Renaissance Europe. Michelangelo devoted four years to painting the mural that adorns the ceiling, a work depicting events in the book of Genesis and other Biblical stories. Few visitors to the Sistine Chapel have failed to be moved by the artist's dedication to his subject, or his feeling for the nature of human struggle, suffering, and spiritual triumph.

@@Oracle
In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions. The oracle interpreted dreams, the actions of entranced persons, and physical signs found in the entrails of sacrificed animals. The most famous oracle resided in the shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. This oracle was consulted for centuries by Greeks, Romans, and others about public policy and private matters. A priestess called the Pythia would, for a fee, make public predictions for the future. These ecstatic pronouncements became infamous for their ambiguity.

@@Pyramids
Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remain in existence today.

@@SETI Program
The Search for Extraterrestrial Intelligence (SETI) was officially initiated by the United States in the latter half of the 20th Century. The purpose of the program was to find some sort of conclusive evidence that intelligent life existed beyond the confines of our planet. Employing banks of radio-telescopes and other detection equipment, SETI scans the skies hoping to find proof of extraterrestrial life in the form of radio transmissions and other activity. Although the program has yet to find such proof, the effort has produced many useful benefits to astronomy, telecommunications, and other high-tech fields.

@@Shakespeare's Theatre
Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theatre during the 1600s. Theater offered people a diversion from their everyday lives by allowing them to enjoy comedies, tragedies, and triumphs acted out on stage. Similar theaters, such as the Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original Globe Theatre burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.

@@Statue of Liberty
The Statue of Liberty is one of the largest statues in the world. Measuring over 300 feet tall from the base of her pedestal, the statue was originally constructed of copper plating over an iron framework and weighs over 250 metric tons. Designed by French sculptor Frederic Bartholdi, the statue with her upraised torch and the broken chains of tyranny at her feet, was presented to the United States by the French government in 1886 to commemorate 100 years of American independence. The statue itself, Liberty Island, and nearby Ellis Island became a national monument in 1924. For more than a century, the Statue of Liberty has stood at the mouth of the New York harbor. Often the first sight seen by immigrants arriving in America, Lady Liberty symbolizes the ideals of freedom upon which the United States was founded.

@@Sun Tzu's War Academy
One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th century BC. This book contained a detailed explanation and analysis of the Chinese military, from weapons and strategy to rank and discipline. Sun Tzu also stressed the importance of intelligence operatives and espionage to the war effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians and analysts, his teachings and strategies formed the basis of advanced military training for centuries to come.

@@United Nations
Established following World War II, the United Nations is an international organization dedicated to promoting world peace and security. The U.N. also attempts to achieve international cooperation in solving world problems concerning the environment, economics, and cultural issues. Although its peace keeping role is not always entirely successful, it has remained an effective forum for debate where all nations can voice their concerns on matters of worldwide importance.

@@Women's Suffrage
After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th Amendment to the U.S. Constitution. The achievement of women's suffrage was accelerated by the excellent record of women working in jobs traditionally held by men during World War I. Full voting rights were granted to women in Great Britain in 1928. Since that time, women have gained the right to vote in most countries in the developed world.

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX		
0,	;	559th Group
1,	;	Detachment
2,	;	ARVN Inf 65
3,	;	ARVN Airborne
4,	;	VC Main Force
5,	;	ARVN Inf 69
6,	;	ARVN Marines
7,	;	Khmer Rouge
8,	;	Pathet Lao
9,	;	VC Sapper
10,	;	PVA Infantry
11,	;	VC Mortar
12,	;	1st Marine
13,	;	Batavian Horse
14,	;	PVA Type 59
15,	;	T-34/85
16,	;	PT-76
17,	;	T-55
18,	;	A-1 Skyraider *
19,	;	VC Local
20,	;	NVA Regular
21,	;	NVA Elite
22,	;	NVA Sapper
23,	;	PVA Type 63
24,	;	105mm Art. US
25,	;	155mm Art. US
26,	;	M110 175mm
27,	;	ARVN Rangers
28,	;	ARVN 1st Div
29,	;	122mm Art.
30,	;	152mm Art.
31,	;	BM-21 Grad
32,	;	ZSU-57
33,	;	M113 APC ARVN
34,	;	Trireme
35,	;	Quinquereme
36,	;	Centurion
37,	;	105mm Art. AZ
38,	;	105mm Art. FK
39,	;	105mm Art. TH
40,	;	155mm Art. SV
41,	;	M113 APC (1st)
42,	;	M113 APC (4th)
43,	;	M113 APC (5th)
44,	;	M113 APC (25th)
45,	;	F-100 Sabre
46,	;	F-105 Thunderchief
47,	;	F-4C Phantom
48,	;	F-4E Phantom
49,	;	B-57 Canberra
50,	;	B-52 Stratofort
51,	;	F-111 Aardvark
52,	;	199th Infantry
53,	;	18th MP
54,	;	MIG-17 Fresco
55,	;	MIG-19 Farmer
56,	;	MIG-21 Fishbed
57,	;	M113 ACAV US
58,	;	M-551 Sheridan
59,	;	M113 APC OI
60,	;	M-48 Patton OI
61,	;	M109 155mm OI
62,	;	MK II PBR
63,	;	1st Cavalry
64,	;	1st Infantry
65,	;	4th Infantry
66,	;	5th Infantry
67,	;	6th Infantry
68,	;	9th Infantry
69,	;	23rd Infantry
70,	;	25th Infantry
71,	;	82nd Airborne
72,	;	101st Airborne
73,	;	173rd Airborne
74,	;	ANZAC Inf.
75,	;	27th Natl Guard
76,	;	26th Marines
77,	;	ROK 9th Div
78,	;	ROK CAP Div
79,	;	ROK Marines
80,	;	105mm Art. KR
81,	;	No OPS
82,	;	Air OPS
83,	;	Full OPS
84,	;	105mm Art. SV
85,	;	NLF HQ
86,	;	Base Camp
87,	;	Ambush
88,	;	Thai Inf.
89,	;	UH-1 US
90,	;	F-5 Tiger
91,	;	A-37 Dragonfly
92,	;	FANK Inf.
93,	;	CIDG Striker
94,	;	Popular Forces
95,	;	Special Forces
96,	;	A-1 Skyraider
97,	;	AH-1 Cobra
98,	;	Tunnel Rats
99,	;	SAM Missile
100,	;	Naval Shell
101,	;	Firebase
102,	;	Hamlet
103,	;	LPH
104,	;	CVN Battlegroup
105,	;	USS New Jersey
106,	;	57mm AA
107,	;	85mm AA
108,	;	SA-2 Guideline
109,	;	CH-47 Chinook
110,	;	UH-1 ARVN
111,	;	NVA Garrison
112,	;	A-4 Skyhawk
113,	;	F-4B Phantom
114,	;	A-6 Intruder
115,	;	A-7 Corsair
116,	;	F-8 Crusader
117,	;	Oil Depot
118,	;	Ind Zone I
119,	;	Ind Zone II
120,	;	HCMT Hub I
121,	;	HCMT Hub II
122,	;	HCMT Hub III
123,	;	View
124,	;	101st Airmobile
125,	;	SVN Police
-2,	; 	MUST BE HERE! TERMINATOR!


@@00 Settlers

This unit is not used in this scenario.

@@01 Detachment

The Romans were famous engineers and each legion featured men of all trades who could build marching camps, siege artillery, or bridges with exceptional speed.  Legionary detachments fill the role of engineers in this scenario.  Though there is no rule preventing them from building cities, their main role is to change grassland to either 'defenses' or 'prepared sites' where siege artillery can load ammunition.  Defenses are built by pressing 'm' while prepared sites are built by pressing 'i' (there is no player-created mining or irrigation possible in this scenario) Detachments can Should you feel the need for increased food supplies, you can transform 'o' grassland into grain fields, which provide a boost to food (though at the cost of less defensiveness).

@@02 Belgae Warriors

Standard barbarian infantry for the Belgae tribe.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@03 Helvetii Warriors

Standard barbarian infantry for the Helvetii tribe.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@04 Helvetii Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.  

@@05 Boii

Standard barbarian infantry you may encounter in Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@06 Suebi

Standard barbarian infantry you may encounter in Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@07 Germanic Village

Raiding these villages will grant you a small amount of plunder (denari).

@@08 NOT USED (fanatics)

This unit is not used in this scenario.

@@09 Siege Tower

Siege towers are the best unit for attacking outposts and hill forts.  This is because siege towers are in the 'partisans' slot that grants an 8x attack bonus against units with '0' attack.  These units are slow and difficult to deploy and very vulnerable to attack.  You can only build them in cities that have the siege artillery workshop improvement.

@@10 Axemen

Fearsome Germanic Axemen are powerful on attack but weak on defense.  You will want to cut them down with your cavalry before they have a chance to attack your legions!

@@11 German Skirmishers

The German tribes excelled at fighting from the woods with hit and run tactics.  Their skirmishers are numerous and swift footed in the difficult terrain.    

@@12 German Archers

Archers are the only barbarian units capable of ignoring city walls.  If you see them near your cities, destroy them quickly!

@@13 Batavian Horse

Batavian horsemen were prized auxiliaries of the Roman legions, prized for their ability to ford rivers.  They are able to use the paradrop command (fording rivers) and are also the only Roman unit that ignores zone of control, which makes them useful for outmaneuvering opponents and leading breakthroughs.  They can only be recruited by sending a centurion to their homeland (roughly, modern day Holland/Belgium).    

@@14 German Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@15 British Skirm

The tribes of Britannia excelled at fighting from the woods with hit and run tactics.  Their skirmishers are numerous and swift footed in the difficult terrain. 

@@16 Chariot

Although it had fallen out of favor in continental Europe long before, the chariot remained in widespread use in Britannia at the time of the Roman invasions.  These are very powerful units on the attack and should not be allowed to reach your lines unscathed.

@@17 British Swords

Standard offensive infantry for the tribes of Britannia.  These aren't particularly fearsome opponents, but the Belgae get plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@18 Celtic Slingers

A weak barbarian unit, not particularly dangerous in and of itself but usually found in enough numbers to cause issues to your support forces.

@@19 Holy Site

Raiding these holy sites will grant you a small amount of plunder (denari).

@@20 Arverni Swordsmen

Standard offensive infantry for the Arverni.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@21 Arverni Spearmen

Standard defensive infantry for the Arverni.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@22 Arverni Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@23 Arverni Cavalry

The Romans relied on allied cavalry throughout their history, and many of these came from Gaul and Germania.  These are exceptionally dangerous enemies and should be your first priority to destroy.  

@@24 Belgae Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@25 Eburones Spearmen

Standard defensive infantry for the Eburones.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@26 Eburones Swordsmen

Standard offensive infantry for the Eburones.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@27 Eburones Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@28 Eburones Cavalry

The Romans relied on allied cavalry throughout their history, and many of these came from Gaul and Germania.  These are exceptionally dangerous enemies and should be your first priority to destroy. 

@@29 Naked Fanatics

It is crazy enough to fight the Romans, but these men do so without any clothes (much less armor)! They are dangerous on attack, but easily cut down.

@@30 Veneti Spearmen

Standard defensive infantry for the Veneti.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@31 Veneti Swordsmen

Standard offensive infantry for the Veneti.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue. 

@@32 Veneti Archers

Archers are the only barbarian units capable of ignoring city walls.  If you see them near your cities, destroy them quickly!

@@33 Veneti Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@34 Trireme

The Romans were not a seafaring people, but did adapt to naval warfare when needed.  You will need to create a fleet to take on the Veneti island fortresses and strongholds.  These units can ram their opponents (standard attack), but are primarily meant to be ranged units.  Press 'k' to load naval munitions for launching at your foes.  Triremes can load less ammo than quinqueremes, but are faster.

@@35 Quinquereme

The Romans were not a seafaring people, but did adapt to naval warfare when needed.  You will need to create a fleet to take on the Veneti island fortresses and strongholds.  These units can ram their opponents (standard attack), but are primarily meant to be ranged units.  Press 'k' to load naval munitions for launching at your foes.  Quinqueremes carry more ammo than triremes, but are slower.

@@36 Light Ship

The Veneti were skilled at seafaring.  Their light ships pose a danger to our fleet and coastlines.

@@37 Heavy Ship

The Veneti were skilled at seafaring.  Their heavy ships pose a danger to our fleet and coastlines.

@@38 Gallic Townfolk

Killing these units will grant the Romans one plunder unit, which can be brought back to Roman cities and then disbanded to help create units and build city improvements.

@@39 Plunder

Plunder should be escorted back to Roman cities and then disbanded to help create units and build city improvements.

@@40 Massacre

When important Roman units such as legions or leaders are destroyed, non-disbandable massacre units are created outside of Roman cities.  As they are 0-range air units that have the 'attack' flag, these cause disorder in Roman cities which operate under the Republic form of government.

@@41 Naval Munitions

Pressing 'k' will allow these units to be loaded onto triremes and quinqueremes.

@@42 Druids

The tribes of Britannia had complex religions in which the druid priests reigned supreme.  The capture of these priests would spark the imagination of Romans everywhere, and give Caesar much prestige.

@@43 Ambiorix

A prince of the Eburones and a grave threat to Rome.  He and his bodyguard are one of the more powerful units that you will face, so it is advised that you use your ranged units to weaken him before risking any legions against him and his bodyguard in direct combat.

@@44 Ariovistus

A treacherous Germanic prince who has been harrassing our allies for years.  He is a dangerous foe and it is advised that you use your ranged units to weaken him before risking any legions against him and his bodyguard in direct combat.

@@45 Vercingetorix

Prince of the Arverni and eventually elected king of all Gaul, Vercingetorix is the final-and greatest-threat you will face.  You would do well to use your ranged units to weaken him before risking any legions against him and his bodyguard in direct combat.

@@46 Centurion

Centurions are used to recruit allies to your cause, and as such, they are very useful.  To use them, move them to a village square with text (stating unit name and cost) below it and press 'k.'  This will recruit a unit of the described type at the advertised cost.  Centurions are relatively weak units and would do well with an escort if actively recruiting in enemy territory.

@@47 Oppidum

The tribes of Gaul tended to build their settlements on hills protected by forts, or oppidum.  These are difficult units to attack and can lead to the loss of many soldiers.  A better tactic would be to soften them with ranged artillery, or better still  bring in siege towers.

@@48 Envoy

Envoys are used to spread tales of your victories (and thus enhance your prestige) throughout the land.

@@49 Senator

Senators are better than envoys at spreading tales of your victories (and thus enhancing your prestige) throughout the land.

@@50 Citizens

The slaughter of Roman citizens will cause cities to panic! Protect them! 

@@51 I 'Germanica'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@52 V 'Alaudae'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@53 VI 'Ferrata'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@54 VII 'Claudia'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@55 VIII 'Augusta'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@56 IX 'Hispana'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@57 X 'Fretensis'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@58 XI 'Fidelis'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@59 XII 'Fulminata'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@60 XIII 'Gemina'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@61 XIV 'G.M.V'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@62 XV 'Apollinaris'

Named legions are very powerful, unique units that cannot be rebuilt.  Researching the techs that bear their names will result in their being deployed one time the turn after the tech is researched.  Losing these units will generally have nasty side effects (wonders will become obsolete and the populace will become frightened and/or rebellious).  There is some disagreement as to how many legions Caesar ever commanded in Gaul.  My research leads me to conclude that he had 12 unique legions under his command (though not all at the same time).  You start the scenario with 6, and have the opportunity to recruit 6 more.  All legions have the same stats with the exception of the 10th which was Caesars favorite, and the 1st, which was Pompey's best, and thus slightly more powerful.

@@63 Julius Caesar

The protagonist of the scenario and the most powerful unit the Romans command.  With that said, he can be lost-especially if he has to fight an enormous horde.  As a leader unit, he can go to any Gallic town and press k to recruit scouts for 200 denarii.  Losing Caesar means the you cannot complete all of your objectives.

@@64 Titus Labienus

One of Caesars trusted lieutenants and among the most powerful of the units Rome can command.  With that said, he can be lost-especially if he has to fight an enormous horde.  Losing Labienus would be a major blow to Roman morale!

@@65 Cretan Archers

Moderately powerful ranged unit.  Can fire two spaces.  This unit gives you options  you can often weaken units that are on good defensive terrain before sending in your legions to finish them off. 

@@66 Roman Auxilia 

A defensive unit  useful for holding cities and also for drawing enemy fire away from your legions.  They can hold their own when fortified on good terrain.

@@67 Aedui Auxilia

An offensive unit  useful for weakening other enemies before committing your legions and also for drawing enemy fire.  They can also be used in defense, though they aren't as good as Roman Auxilia in this role.

@@68 Gallic Cavalry

This cavalry can see x2, making them useful scouts.  You can recruit them near Narbo.  It would be a good idea to use cavalry to screen your forces and intercept enemy cavalry before it can attack.
 
@@69 Balearic Slingers

Very weak ranged unit.  Can fire one space.  Can cross impassable terrain, giving it some purpose, but you cant count on it to do much more than soften up an enemy.
 
@@70 Scorpio

This is a very useful (but very expensive) unit.  It is quite powerful and fires bolts 3 spaces.  It is mobile artillery and can attack from most open terrain.  You will want to have several of these in your army, if you can afford to build them.  You can only build them in cities that have the siege artillery workshop improvement.

@@71 Onager

The most powerful ranged unit in the game, hurling boulders 4 spaces.  The drawback is that they can only fire from prepared sites, which require a detachment to construct (via changing the terrain).  Even though they are more powerful than the scorpio, they are less expensive given their limitations.  You can only build them in cities that have the sieg artillery workshop improvement.

@@72 Roman Cavalry

Standard cavalry available to Romans.  The only cavalry you can actually build in cities.  They dont treat all terrain as roads and have no special abilities, but they can hold their own in a fight.

@@73 Ambush

These are placed in select barbarian cities.  They have the fighter flag and their whole point is to intercept forced marches that become too reckless.

@@74 Allied City

This unit is not used in this scenario.

@@75 Sotiates Warriors

Standard barbarian infantry for the Aquitani tribe.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@76 Vocates Spearmen

Standard barbarian infantry for the Aquitani tribe.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@77 Tarusates

Standard barbarian infantry for the Aquitani tribe.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@78 Chatti

Standard barbarian infantry from Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@79 Frisi

Standard barbarian infantry from Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@80 Cherusci

Standard barbarian infantry from Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@81 Build Rhine Bridge,

Destroying this unit will create a bridge over the Rhine that the Romans can use to explore Germania.

@@82 Destroy Rhine Bridge,

Destroying this unit will destroy the bridge over the Rhine (and destroy any units that the Romans have east of it)!

@@83 SAVE

This unit is not used in this scenario.

@@84 SAVE

This unit is not used in this scenario.

@@85 German Villagers

Killing these units will grant the Romans one plunder unit, which can be brought back to Roman cities and then disbanded to help create units and build city improvements. 

@@86 Alesian Townfolk

As Caesar approached Alesia, many townfolk fled behind its gates.  Vercingetorix eventually expelled them to save resources, and they withered away in the dead zone between the two armies.

@@87 Helvetii Refugees

Killing these units will grant the Romans one plunder unit, which can be brought back to Roman cities and then disbanded to help create units and build city improvements.

@@88 Migration

Any plunder captured from the Helvetii migration will be put to better use fueling Caesar's conquest of Gaul!

@@89 Aquitani Nobles

Nobles are better equipped and more dangerous than the standard barbarian warriors you will encounter, and accordingly should be respected opponents  especially if they are on defensive terrain.

@@90 Map Scout Plane

This unit is not used in this scenario.

@@91 Outpost

These are difficult units to attack and can lead to the loss of many soldiers.  A better tactic would be to soften them with ranged artillery, or better still  bring in siege towers.

@@92 Arverni Archers

Archers are the only barbarian units capable of ignoring city walls.  If you see them near your cities, destroy them quickly!

@@93 Aquitani Archers

Archers are the only barbarian units capable of ignoring city walls.  If you see them near your cities, destroy them quickly!

@@94 German Swordsmen

Standard barbarian infantry you may encounter in Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@95 German Cavalry

The Romans relied on allied cavalry throughout their history, and many of these came from Gaul and Germania.  These are exceptionally dangerous enemies and should be your first priority to destroy.  

@@96 Batavian Allies

This unit is not used in this scenario.

@@97 Eerie Forest

Caesar only spent 18 days exploring the far side of the Rhine, but it was enough to capture the imagination of Romans everywhere.  Find and explore the eerie forests to acquire a technology that will allow you to build a special wonder.

@@98 Administrative Tasks

This unit is not used in this scenario.

@@99 Encampment

This unit is not used in this scenario.

@@100 Boulders

Very powerful munitions launched from onagers.

@@101 Bolt

Powerful munitions launched from scorpio artillery.

@@102 Arrows

Moderately powerful ammunition fired by archers.

@@103 Stones

Weak munitions fired by slingers.

@@104 SAVE

This unit is not used in this scenario.

@@105 Mercenary Cavalry

Mercenaries from Germania who have joined the Roman cause.  These cavalry are ranged units that can also make direct (though weak) attacks.  Recruit them on the east side of the Rhine.

@@106 Javelins

Powerful ammunition flung by mercenary cavalry.

@@107 Scouts

Inexpensive units that can scout out the Gallic countryside. Recruit them by bringing a leader unit such as Caesar to any Gallic town and pressing 'k.'  These cost 200 denari.

@@108 Belgae Swordsmen

Mercenaries from Belgica who have joined the Roman cause.  An offensive unit  useful for weakening other enemies before committing your legions and also for drawing enemy fire.  They can also be used in defense, though they aren't as good as Roman Auxilia in this role.

@@109 Chariot Mercenaries

Mercenaries from Britannia.  Fast, powerful on the attack and exotic, but very expensive and very poor defenders.

@@110 Lexovii Spearmen

Mercenaries from Belgica who have joined the Roman cause.  A defensive unit, they can also be used for weakening other enemies before committing your legions or drawing enemy fire. 

@@111 Germanic Axemen

Mercenaries from Germania who have joined the Roman cause.  An offensive unit  useful for weakening other enemies before committing your legions and also for drawing enemy fire.  They are weak on defense.

@@112 Aquitani Spearmen

Mercenaries from the Aquitani lands who have joined the Roman cause.  A defensive unit, they can also be used for weakening other enemies before committing your legions or drawing enemy fire. 

@@113 Arverni Territory

This unit serves as a border between the Arverni and Rome.  Its purpose is to prevent either tribe from invading the others lands too early in the scenario (though the Arverni naturally cheat and sneak a few units past it).

@@114 Marc Antony

One of Caesars trusted lieutenants and among the most powerful of the units Rome can command.  With that said, he can be lost-especially if he has to fight an enormous horde.  Losing Marc Antony would be a major blow to Roman morale!

@@115 Nervii Warriors

Standard barbarian infantry you may encounter in Germania.  These aren't particularly fearsome opponents, but the AI gets plenty via events and they can be dangerous in a group.  Your cavalry are good at running them down before they become an issue.

@@116 Gallic Legion

Towards the end of the scenario, and having exhausted all other sources of legions, you may have the option of recruiting 'Gallic' legions.  These are nowhere near as powerful as your named legions, but are more powerful than most of the other auxiliaries in your army.

@@117 NOT USED

This unit is not used in this scenario.

@@118 NOT USED

This unit is not used in this scenario.

@@119 NOT USED

This unit is not used in this scenario.

@@120 NOT USED

This unit is not used in this scenario.

@@121 NOT USED

This unit is not used in this scenario.

@@122 NOT USED

This unit is not used in this scenario.

@@123 NOT USED

This unit is not used in this scenario.

@@124 NOT USED

This unit is not used in this scenario.

@@125 NOT USED

This unit is not used in this scenario.


@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
-1,			; Desert
-1,			; Plains
-1,			; Grassland
-1,			; Forest
-1,			; Hills
-1,			; Mountains
-1,			; Tundra
-1,			; Glacier
-1,			; Swamp
-1,			; Jungle
-1,			; Ocean
-1,			; Oasis
-1,			; Buffalo
-1,			; Grassland
-1,			; Pheasant
-1,			; Coal
-1,			; Gold
-1,			; Game
-1,			; Ivory
-1,			; Peat
-1,			; Gems
-1,			; Fish
-1,			; Desert Oil
-1,			; Wheat
-1,			; Grassland
-1,			; Silk
-1,			; Wine
-1,			; Iron
-1,			; Furs
-1,			; Glacier Oil
-1,			; Spice
-1,			; Fruit
-1,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert
Deserts are arid stretches of land characterized by an annual rainfall of less than ten inches. Adding to the dry environment is the fact that, because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. Many deserts are characterized by extremely high daytime temperatures and equally low night time temperatures. Only the hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.

@@Forest
Extensive areas of land covered by a thick growth of trees and related ground vegetation are classified as forests. There are several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they have harvested, help to prevent major ecological damage as a result of deforestation.

@@Glacier
Glaciers are large masses of ice and snow found in mountain regions, and near the north and south poles of the planet, where the rate at which snow and ice melt is less than the rate of snowfall. There are several varieties of glaciers: alpine and piedmont glaciers, which are formed in the valleys of high mountain regions; and ice cap and continental glaciers that may cover large portions of a continent. All glaciers are similar in composition, consisting of upper layers of softer snow and ice crystals, and lower layers of highly compressed, solid ice. Although some glaciers are stationary, some may move anywhere from a few feet to more than 100 feet each day, carving and reshaping the land as they go. Glacial regions are inhospitable, containing little animal life, no plant life, and virtually no resources of any kind.

@@Grassland
The areas of land between desert regions and forests in temperate and tropical climates usually consist of grasslands. These fertile regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many grasslands are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. Grasslands are, therefore, well suited for growing crops, especially grain crops.

@@Hills
Rolling areas of the countryside, often found between plains and more mountainous regions are known as hills, or foothills. These areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in these regions, given the proper climate.

@@Jungle
In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often destroyed through forestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and animal life are made extinct every day as a result of the destruction of jungles and rain forests.

@@Mountains
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Most mountains are formed when the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. Mountains can also be formed by volcanic action, or through the effects of erosion. Although generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also greatly affect the weather patterns of a region by blocking and diverting wind and storms.

@@Ocean
The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution have begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being updated in response to these growing problems.

@@Plains
Plains are vast, open tracts of land, usually with very few trees and covered with vegetation such as sage brush and various grasses. Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits of minerals are also found in plains regions. The indigenous plants of the plains makes them well suited for grazing. Large herds of buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into adequate farmland for the production of grains and the raising of livestock.

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from lush jungles and forests to arid desert regions. Since the dawn of civilization, towns and cities have grown up around rivers because the land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provided easy and quick access between towns by boat for trade and travel. Water could be channeled from rivers via aqueducts to cities some distance from the river for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electricity.

@@Swamp
Swamps are wetlands which are largely uninhabitable by humans. These areas are usually flooded with water, ranging in depth from a few inches to several feet, due to heavy rainfall and overflow from nearby lakes and rivers. Although inhospitable for human life, swamps are teeming with both animal and plant life. Certain spices and useful substances such as peat, which is used as a fertilizer, can be found in abundance in certain swamp areas. Swampland is often drained, and converted into grassland and plains in order to make it more useful for resource and food production. However, environmental groups have been successful in slowing the destruction of wetlands, and setting up sanctuaries for the wildlife that inhabits these regions.

@@Tundra
In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible sources of food, and providing trade potential for the fur and trapping industry.

;Special Resources

@@Buffalo
The plains areas of the world are inhabited by roaming herds of many different varieties of animals. These herd animals have been hunted, both for sport and for food and pelts, throughout history. Some of these animals can even be domesticated and used for farming and other purposes. One of the most widespread herd animals is the buffalo, various species of which are found throughout the world. Bison, commonly referred to as buffalo, were once the most dominant species of the North American plains. Bison were a valuable resource to native American tribes, who hunted the animals as a source of food and pelts. When European settlers began to expand to the west, the bison was hunted to the brink of extinction by thrill-seekers and sports hunters.

@@Coal
More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time, the plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major fuel sources in the world through the 1970's. In many countries, concern over the environmental effects of the burning of coal has led to a decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known as "acid rain", which is harmful to plant and animal life. Despite the environmental concerns, some of the largest coal mines in the U.S. each still produce more than 450,000 metric tons annually, making coal mining a very profitable industry.

@@Fish
Prevailing winds, ocean currents, and deep water trenches can often combine to produce conditions that are optimum for fishing. In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply by establishing a thriving fishing industry.

@@Fruit
The tropical environments that are so conducive to the growth of jungles also provide the perfect environment for growing certain fruits. Bananas, for example, originally native to the jungles of Southeast Asia, are an excellent, naturally occurring food crop. Many such fruits, including the banana, can be transplanted and grown in similar climates all over the world.

@@Furs
Throughout history, animal furs have been valuable commodities for trade and sale. Many different types of animals including minks, rabbits, and beavers have been captured by trappers for the purpose of obtaining their pelts for use in the making of clothing and other items. The exploration and colonization of the New World caused the fur industry to boom by making a variety of furs readily available. By the late 1800's, farms were set up specifically to raise animals for the fur industry. Starting in the 1970's, environmentalists and animal rights groups have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.

@@Game (Forest)
@@Pheasant
Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.

@@Musk Ox
Settlements in the sparse tundra regions of the arctic cannot raise crops and domestic animals for food due to the harsh conditions. They are, therefore, much more dependent on the hunting and trapping of local wildlife for food. The many species of birds and small game, as well as larger animals such as elk and caribou, provide a source of food in an environment that is otherwise barren and inhospitable.

@@Gems
Gemstones, treasured throughout time for their beauty and value, have always been a sought-after commodity. Most gemstones, such as diamonds, are mined in various areas throughout the world, most notably Africa. Some of the most notable gem deposits, however, have been found in archeological digs. The ruins of ancient civilizations in the jungles of Central and South America have sometimes been found to hide large quantities of precious and semi-precious gems, as well as gold and other items of value. The discovery of such a site can lead to an increase in trade in the areas surrounding the dig, as both professional and amateur treasure hunters swarm to the region to seek their fortune.

@@Gold
Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry to electronics, and has been established as the basis for monetary systems world wide. The factor that makes gold valuable is its rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. An historical example of this phenomenon are the many towns that grew and prospered over a relatively short time during the California gold rush in America during the 1800's.

@@Iron
When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an effective edge. In the mid-14th century in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, iron has been a valuable commodity. Deposits of iron and iron ore found in mountains are mined and processed for use in their raw form, and in the production of steel.

@@Ivory
Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade was once a widespread and profitable venture.

@@Oasis
In rare instances, underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of food crops. Since they are so rare, oases are fiercely guarded by desert dwellers who are lucky enough to stumble across them.

@@Oil
Oil has been known to humans since ancient times. Oil deposits found on the surface were used for centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial Revolution that civilization began to form a dependence on petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In the mid 1800's, the first oil wells were drilled, marking the beginning of a tremendously important and profitable industry. Today, with the world's oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.

@@Peat
Some bogs and swamps contain a brown organic material known as peat. Peat is made up of partially-decomposed plant matter, and has a high carbon content. Although dried peat is sometimes compressed and burned as fuel, the most valuable use for peat is as a fertilizer and mulch for farming and gardening. The high mineral content and its ability to retain moisture make peat well-suited to this purpose.

@@Silk
Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon is woven into cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk is still very popular in many types of clothing and other goods.

@@Spice
Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor distasteful to animals. Oddly enough, many of these plants were sought by humans because of these smells and tastes. A profitable spice trade was begun by merchants in the Middle East before 2000 BC. Spices are used now, as they were in the ancient world, to preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow in tropical or swampy regions of the world.

@@Whales
Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the late 1980's.

@@Wheat
Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.

@@Wine
Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well known for their fine wines, and derive a significant portion of their economy from wine making.

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
-1,			; Anarchy
-1,			; Despotism
-1,			; Monarchy
-1,			; Communism
-1,			; Fundamentalism
-1,			; Republic
-1,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
In a Despotism, the ruler has absolute control over his or her subjects, and this control is usually enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because of Despotism's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Monarchy as soon as possible.

@@Communism
A Communist government is ruled by a controlling party, with a single person, known as a chairman, acting as the head of state. In a true Communist system, all property is owned collectively by the people, and labor is organized to be equally advantageous to all people. This ideal has never truly been realized, however, and the "Communist" governments of the world are usually much different.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat two Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Communist governments are Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Communism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful Spies to steal technology from the capitalist pigs!

@@Democracy
A Democracy is ruled by a president elected by the people. The rulings of the president are subject to review by the Senate, a group of elected representatives who serve the best interests of the citizens. Democracy allows its citizens a higher degree of personal freedom and involvement than any other form of government.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Democracies experience no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Democracy, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and cities of a Democracy are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.
* Increasing your Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@@Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler and the people. In a Fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.

* Each unit beyond the eighth unit costs one Shield per turn (except Fanatics, which never require maintenance).
* Settlers eat two Food per turn.

Under Fundamentalism, no citizen is ever unhappy!

Fundamentalism has a very low rate of corruption.

* Under Fundamentalism, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Fundamentalism eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization.

@@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Fortress
Once your civilization has discovered Construction, Settlers and Engineers have the ability to construct fortresses. Fortresses can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

Settlers and Engineers can construct fortresses by pressing the "F" key, or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. Under a Republic, units stationed inside fortresses built within three squares of their home city do not cause unhappiness.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Grasslands, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. After the discovery of Refrigeration, terrain squares can be double-irrigated to create farmland. Settlers and Engineers can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Deserts and Mountains by one, and increases the Shield production of Hills by 3. Settlers and Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations (after the discovery of the Automobile), nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Settlers or Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Railroads
Railroads revolutionized transportation by providing a relatively cheap and fast method of moving people, raw materials, finished goods, and troops over great distances. Not only did they support and encourage industrial growth by dramatically reducing transport time and costs, they also spurred technological research. Railroads were among the first great industrial corporations.

Railroads can be built by Settlers and Engineers after the discovery of the Railroad. They are constructed by moving onto terrain containing a road, and pressing the "R" key, or by selecting the "Build Railroad" command from the Orders menu. Units moving along a railroad expend no movement points. Railroads increase Shield and Trade production by 50 percent (rounded down).

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Settlers and Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Bridge Building. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Plains, Grasslands, and any natural resource that already generates trade.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

The value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks Improvement automatically produce Veteran units, as do all cities under the influence of the Sun Tzu's War Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@Airbases
After the discovery of Radio, your Settlers and Engineers have the ability to construct Airbases. Airbases act as remote refueling stations for Fighters, Bombers, Stealth Fighters, and Stealth Bombers. Strategically placed Airbases effectively extend the range of these units, allowing them to operate farther from friendly cities and Carriers.

To build an Airbase, chose the "Airbase" command from the Orders menu, or press the "e" key.

@@Airlift
After the discovery of Combined Arms, you have the ability to perform Airlift operations between your cities. Airlifting allows you to move units instantly over great distances. In order to Airlift a unit between two cities, both cities must have an Airport.

To Airlift a unit, move the unit into a city with an Airport and choose "Airlift" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


@This must be here to terminate search!!!

